Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

For the first thing, what you can do is create an improvement that summons a creature. That creature would then at the start of combat have a battleautocastspell trigger. That spell would in turn boost the creature depending on the unitstats it is getting from a city. This way you could avoid bonuses to ALL defenders, and target a certain unit with the bonus. I haven't tried if "city summoned" defender creatures can activate the battleautocastspell trigger, but it's something

3 Replies 3,044 Views

Venusian Empire, a group of monsters (not playable) that will visit a desert near you in next Stormworld patch. http://i.imgur.com/pfsST.jpg

26 Replies 30,029 Views

There is a difference between a faction and a race. A faction belongs to one race, but a race can have multiple factions (this is what happens when you create custom factions - the race gains another faction). Making something unique for a Race is easy, just put this in your item/improvement: [quote] Race <At

4 Replies 3,623 Views

That is indeed the total amount of sectors, but NOT the total used when placing random stamps. For the purposes of placing stamps, the game removes half a sector from each side of the map (turns it into an "ocean wall"), reducing width and height by 1 for all sizes. I added this bit to the OP so people aren't confused: [quote]Edit: Note that maps are technically larger as per https://forums.elementalgame.com/435

24 Replies 87,816 Views

I agree, that seems to be the best solution. Remember to change the artdef in the improvementtype as well, ex: yourveryspecial_artdef

5 Replies 33,100 Views

Updated the OP to include AbilityBonus, AbilityBonusOption and a newly found bug with SpellDef. GarLunarfang, that sort of solution would actually be technically difficult due to the structure of XML. One suggestion that has been posted before is to simply allow us to indicate in the top level structure of the XML whether the file is Overwriting or Modifying its contents. Ex: [quote] Modify </Purpos

21 Replies 40,734 Views

They are a bit all over the place. Suggest you search in files for the internal names of stuff. But modded champs were balanced after core game.

1,118 Replies 2,456,693 Views

Yep, although that effect might be a bit much if played every hit. For effects that proc off MeleeAppliesSpell or MeleeDefenseAppliesSpell, you only really need to worry about icons and descriptions if the effect has a duration. For anything that happens instantly you can just ignore them. Do set up a proper name of the effect though, because it gets displayed in the after-combat report (combat details) text.

6 Replies 10,248 Views

There are some overpowered ones as well, one of the huge stamps has a single starting position with 5-6 settlable locations next to forest and rivers (with no competing starting position). But I think it's not good to delete too many stamps, especially huge ones.

24 Replies 87,816 Views

I've looked into this before and this is what I gathered: Tile yields are gathered from a 3x3 area including the central tile. All tiles have to be either kingdom or empire environment. Plains = 1.5 Grain Forest = 1.5 Material River = 1.5 Grain 1.5 Material In addition, yield is commonly found on world resources as well. Math for the central tile = yield from all 9 tiles divided by 3, rounded down. If a tile has any Grain yield, it gets i

3 Replies 6,461 Views

I think it's a discussion of whether they should go for a high-cost very flexible system, or a low-cost inflexible system. If they keep adding different XML tags (not that they have added any requested by modders btw) then each new tag has a certain base cost in manhours needed to implement it. If they do a proper scripting system instead, it's a big cost but they unlock all those small opportunities as well without needing a small base cost for every extra bit of XML.

6 Replies 10,248 Views